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#1
avatar_Narkhos
Games / Re: Le Dernier Serment (The La...
Last post by Narkhos - Yesterday at 22:26
I just added save/load feature to the game. I tested it extensively and it seems I did not break anything in the process  :D

If any of you give it a try, let me know if it works for you or if you experience any problem  :) 
#2
M
Games / Re: WIP Transversion
Last post by menegator - Yesterday at 22:20
Nice. An idea, if it's not to late, make the tiles like bombjack, if you take them at a certain order to get higher score.
#3
A
Programming / Re: triple buffering
Last post by Anthony Flack - Yesterday at 21:26
Dragon Attack is a beautiful example of updating the player directly onto the front buffer at 50hz, with the bullets updating every third frame. It works very well. You can get away with jerky enemies if the player is smooth and responsive. 

You could try other things like only drawing half your enemies every other frame, or even go as far as the old Space Invaders trick of moving only one enemy each frame. On the Plus, updating sprite graphics takes time, so you can stick all your animation frame change requests into a buffer and only process a few each frame, or stagger them so that a quarter of the sprites update regularly every 4th frame for eg. 

You can buffer other changes, too. It doesn't matter if the score panel or some of the numbers and other widgets change a frame or two later, so I make score panel updates happen over several frames rather than all at once. 
#4
avatar_McArti0
Programming / Re: Interruptions
Last post by McArti0 - Yesterday at 21:01
Quote from: Longshot on Yesterday at 19:55This routine can crash
This routine must crash.

because readed low byte from D0-D7 is FF and jump address readed is 80FF(8100)

org #8001
REPEAT 128
DW #B941
REND
.L8101
DI
LD A,#80 ;00.
LD I,A
IM 2
RET

CALL &8101
#5
S
CPCWiki Discussion / Re: Possible spam uptick
Last post by St-BeidE(DE/GB) - Yesterday at 20:41
It wasn't me  ;D ...
#6
avatar_Longshot
Programming / Re: Interruptions
Last post by Longshot - Yesterday at 19:55
Quote from: McArti0 on 19:42, 14 April 24org #8000
REPEAT 128
DW #B941
REND
.L8100
DI
LD A,#80 ;00.
LD I,A
IM 2
RET

CALL &8100
This routine can crash because the value of bit 0 of the address is not always 0.

You can identify the value of this bit beforehand to set a non-specific interrupt vector.

The most used is to create a table with 257 times the same value.
So if the value is #B9, for example, the interrupt will always occur at #B9B9 whatever the value of bit 0.
#7
avatar_dragon
Games / Re: Converted GX4000 .cpr - Th...
Last post by dragon - Yesterday at 17:57
So try deleting this(00): 

org #772e    
res 4,(ix+#03)
set 5,(ix+#03)
res 6,(ix+#03)

So he don't delete the dynamites from the 4e32 table where he found one, with lucky it work.
#8
Hi all !
So here is my return
A 1:1 tablecloth is what you need.
No need to unplug the 5v in the FD1
we connect as in my photo (I printed stickers so as not to get the wrong direction), and it is recognized on disk B
Thank you Eto and all the others for your always valuable information!!!

Thanks @eto @Rabs @Bryce 

Willow3411
#9
avatar_Gryzor
CPCWiki Discussion / Re: Possible spam uptick
Last post by Gryzor - Yesterday at 17:48
Didn't we have a user or two like that a while ago?
#10
avatar_ComSoft6128
CPCWiki Discussion / Re: Possible spam uptick
Last post by ComSoft6128 - Yesterday at 17:45
Maybe not now but wouldn't a Forum (like this) be a good vehicle for an AI chatbot to be put thru its paces and indeed to see if it could pass the Turing test? 
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